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User:K950/3P38 Sleeper Nexus: Difference between revisions

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=== Running the site ===
=== Running the site ===
Once you warp to the indication, you'll land in the entry room. You should see a Hyperfluct Generator present. If it has been hacked and a rift is activated, then someone is there, or has been there. If not, it's your turn! Go ahead and hack that Hyperfluct Generator. I will list the outcomes possible below:<br />
Once you warp to the indication, you'll land in the entry room. You should see a Hyperfluct Generator present. If it has been hacked and a rift is activated, then someone is there, or has been there. If not, it's your turn! Go ahead and hack that Hyperfluct Generator. I will list the outcomes possible below:<br />


'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
'''CAN DIFFICULTY: 7/10 [RED HACK]'''<br />
<span style="color:red">SUCCESS:</span> A new spatial rift (acceleration gate) is opened to the main area, which is called the Ransacked Storage Site.<br />
<span style="color:green">SUCCESS:</span> A new spatial rift (acceleration gate) is opened to the main area, which is called the Ransacked Storage Site.<br />
<span style="color:green">SUCCESS:</span>: You have two minutes to attempt a successful hack of the can. Should you fail within that time, the site will despawn.
<span style="color:red">FAILURE:</span> You have two minutes to attempt a successful hack of the can. Should you fail within that time, the site will despawn.


By taking the Spatial Rift, the first room is made available to the player. Initially, it's important to cargo scan the containers to evaluate the value of the site. Those inexperienced with the site should probably run it anyways if there isn't much value for the experience. Drop the mobile depot to get the counter counting down. Let us assume the container inside the wreck field has good things inside it: there are two approaches of dealing with it.<br />
By taking the Spatial Rift, the first room is made available to the player. Initially, it's important to cargo scan the containers to evaluate the value of the site. Those inexperienced with the site should probably run it anyways if there isn't much value for the experience. Drop the mobile depot to get the counter counting down. Let us assume the container inside the wreck field has good things inside it: there are two approaches of dealing with it.<br />


 
{| style="background:#00001a; border:1px solid #A3B1BF; padding:0px;"
{| style="background:#000033; border:1px solid #A3B1BF; padding:0px;"
| style="padding:0px;" |  
| style="padding:0px;" |  
| style="padding:8px;" | ''The can difficulty numbers do vary slightly each time, because of the way that the random hacking minigame is generated. For reference, high-sec rookie practice cans (in the Rookie Systems) are 1/10. Regular high sec easy-peasy cans are 3 or 4/10. Low-sec, null-sec, and wormhole space cans are 5 to 8/10, depending on the value of the can, in most cases. Generally, I've found them to be about 6 to 7/10 in difficulty.''
| style="padding:8px;" | ''The can difficulty numbers do vary slightly each time, because of the way that the random hacking minigame is generated. For reference, high-sec rookie practice cans (in the Rookie Systems) are 1/10. Regular high sec easy-peasy cans are 3 or 4/10. Low-sec, null-sec, and wormhole space cans are 5 to 8/10, depending on the value of the can, in most cases. Generally, I've found them to be about 6 to 7/10 in difficulty.''
|}<br />
|}<br />


The first is to hack the Remote Pressure Control Unit, cook a Microwarpdrive (afterburner is not fast enough) the container, quickly hack it, then burn the Microwarpdrive back out before the timer runs out. There is enough time for 2 "standard paced" hacks, 1 "slow hack" or 3 really fast hack attempts, depends how good the hacker is and ... luck. Normally it's a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and if a player cannot survive the incoming damage after the timer is up, there is a chance of explody bits.  
The first is to hack the Remote Pressure Control Unit, cook a Microwarpdrive (afterburner is not fast enough) the container, quickly hack it, then burn the Microwarpdrive back out before the timer runs out. There is enough time for 2 "standard paced" hacks, 1 "slow hack" or 3 really fast hack attempts, depends how good the hacker is and ... luck. Normally it's a red hack, which means all the usual Virus Suppressors and Restoration Nodes. The problem with this approach is both the limited timeframe and if a player cannot survive the incoming damage after the timer is up, there is a chance of explody bits.  
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The first method, drawn out:  
The first method, drawn out:  
[list=1][*]Refit for a Microwarpdrive, Data Analyzer II, Relic Analyzer II, and as much buffer/resistance tank as possible. For a Heron, use a Medium Shield Extender and an AIF, with a MAPC and a DCII in the lows. The Magnate should use a MWD, both analyzers, a 200mm plate, MAPC, DCII and the ENAM.
# Refit for a Microwarpdrive, Data Analyzer II, Relic Analyzer II, and as much buffer/resistance tank as possible. For a Heron, use a Medium Shield Extender and an AIF, with a MAPC and a DCII in the lows. The Magnate should use a MWD, both analyzers, a 200mm plate, MAPC, DCII and the ENAM.
[*]Hack the Remote Pressure Control Unit (a Data hack):
# Hack the Remote Pressure Control Unit (a Data hack):


[u]CAN DIFFICULTY: 7/10 [RED HACK][/u]
:'''CAN DIFFICULTY: 7/10 [RED HACK]'''
[color=#00FF00]SUCCESS:[/color] The area of effect damage cloud surrounding the wreck is turned off for two to three minutes.
:<span style="color:green">SUCCESS:</span> The area of effect damage cloud surrounding the wreck is turned off for two to three minutes.
[color=#FF0000]FAILURE: [/color] No specific site penalty, a small amount of damage is absorbed by your ship -- in the test case, 96 damage against a Heron with a MSE, Limited Adaptive Invulnerability Field and Anti-EM/Anti-Thermal rigs. It's not severe enough to warrant any particular concern.
:<span style="color:red">FAILURE:</span> No specific site penalty, a small amount of damage is absorbed by your ship -- in the test case, 96 damage against a Heron with a MSE, Limited Adaptive Invulnerability Field and Anti-EM/Anti-Thermal rigs. It's not severe enough to warrant any particular concern.
[*]Immediately apply Keep at Range (2250m) on the Storage Depot inside the wreck cloud, then turn on the Microwarpdrive. Turn it off when you get close enough to it. Lock it up if not done so already, and immediately begin hacking it with the Relic Analyzer II.
# Immediately apply Keep at Range (2250m) on the Storage Depot inside the wreck cloud, then turn on the Microwarpdrive. Turn it off when you get close enough to it. Lock it up if not done so already, and immediately begin hacking it with the Relic Analyzer II.
[*][color=#FFFF00]Watch messages in local:[/color] if not successful by the 30 second mark, just align back to the Remote Pressure Control Unit (or straight up/straight down) and burn the Microwarpdrive. Otherwise, loot it and burn out with the Microwarpdrive to a safe direction away, probably best towards the Mobile Depot.[/list]
# [color=#FFFF00]Watch messages in local:[/color] if not successful by the 30 second mark, just align back to the Remote Pressure Control Unit (or straight up/straight down) and burn the Microwarpdrive. Otherwise, loot it and burn out with the Microwarpdrive to a safe direction away, probably best towards the Mobile Depot.


The Area of Effect damage cloud near the wreck does roughly 100 DPS to a standard unmodified resistance profile of a Tech I vessel. Its approximate dimensions, measured from the Storage Depot within, is about 12km in radius.
The Area of Effect damage cloud near the wreck does roughly 100 DPS to a standard unmodified resistance profile of a Tech I vessel. Its approximate dimensions, measured from the Storage Depot within, is about 12km in radius.


Now onto the second approach. [i]The specific fit must be able to rep more than 60 EHP/sec and capacitor stability is a must.[/i] The Relic Analyzer II does not count in the capacitor stability checks: keep it off in EFT/Pyfa whilst checking for capacitor stability.
Now onto the second approach. ''The specific fit must be able to rep more than 60 EHP/sec and capacitor stability is a must.'' The Relic Analyzer II does not count in the capacitor stability checks: keep it off in EFT/Pyfa whilst checking for capacitor stability.


[list=1][*]Refit to the appropriate capstable local repair module fit.  
# Refit to the appropriate capstable local repair module fit.  
[*]Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container: for armor, activate it as soon as all the shields are gone.
# Approach the Storage Depot inside the wreck field. For shield tank, activate it when you are 15km from the container: for armor, activate it as soon as all the shields are gone.
[*]Hack the Storage Depot, loot it and go back to the Mobile Depot.
# Hack the Storage Depot, loot it and go back to the Mobile Depot.
[/list]


Refit back to the main site running fit. Looking at the site, look for an easy route to access the Remote Defense Grid Unit. On the way, there are area of effect damage clouds (similar DPS as the wreck field) and Unstable Plasma Chambers. The slower the vessel goes, the closer it has to be to trip the Plasma Chambers, causing them to detonate. Flying all over the place recklessly with a Microwarpdrive on is asking for trouble. While the activation distance does vary a bit, it is about 7-10km, depending on how fast you're going. While blitzing around the top or underside of the site is fine, well away from the hazards, moving slowly (200 m/sec is fine) inside, navigating the damage clouds is highly advised. Use the tactical overlay and move slowly if it's your first time.  
Refit back to the main site running fit. Looking at the site, look for an easy route to access the Remote Defense Grid Unit. On the way, there are area of effect damage clouds (similar DPS as the wreck field) and Unstable Plasma Chambers. The slower the vessel goes, the closer it has to be to trip the Plasma Chambers, causing them to detonate. Flying all over the place recklessly with a Microwarpdrive on is asking for trouble. While the activation distance does vary a bit, it is about 7-10km, depending on how fast you're going. While blitzing around the top or underside of the site is fine, well away from the hazards, moving slowly (200 m/sec is fine) inside, navigating the damage clouds is highly advised. Use the tactical overlay and move slowly if it's your first time.  


It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the wreckage field. More facts about the plasma chambers:
It is possible to power through the damage clouds if they get tripped accidentally. With a Microwarpdrive active, one will only eat about 700 HP after resists...assuming the ship is immediately powered out of the wreckage field. More facts about the plasma chambers:
[list][*]Moving slowly, such as 100m/sec, allows one to get fairly close to them, nearly touching them.
# Moving slowly, such as 100m/sec, allows one to get fairly close to them, nearly touching them.
[*]Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km.  
# Higher speeds, such as 330m/s, the chambers can rupture from a distance of about 7km.  
[*]Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the player will eat about 1200 HP total.  
# Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the player will eat about 1200 HP total.  
[*]The area of effect damage measured from the approximate middle of the debris is 9km.
# The area of effect damage measured from the approximate middle of the debris is 9km.
[*]Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists).[/list]
# Flying right through the cloud with a MWD on means the player will only sustain about 350 HP damage (after resists).


These figures are generalist to give you an idea of their damage potential. A fit that can repair indefinitely, such as the ones shown earlier, will do just fine sitting inside the AoE clouds.  
These figures are generalist to give you an idea of their damage potential. A fit that can repair indefinitely, such as the ones shown earlier, will do just fine sitting inside the AoE clouds.  
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There are two approaches of going about dealing with the Forcefield...to prevent the Forcefield from being activated, or to turn it off after it has spawned, navigate the vessel around the AoE damage clouds and plasma chambers, then hack the the Remote Defense Grid Unit (RDGU):
There are two approaches of going about dealing with the Forcefield...to prevent the Forcefield from being activated, or to turn it off after it has spawned, navigate the vessel around the AoE damage clouds and plasma chambers, then hack the the Remote Defense Grid Unit (RDGU):


[u]CAN DIFFICULTY: 8/10 [RED HACK][/u]
'''CAN DIFFICULTY: 8/10 [RED HACK]'''
[color=#00FF00]SUCCESS:[/color] The defensive forcefield generator is disabled near the far left of the site.  
<span style="color:green">SUCCESS:</span> The defensive forcefield generator is disabled near the far left of the site.  
[color=#FF0000]FAILURE:[/color] This is a very interesting topic. There appear to be two possibilities:
<span style="color:red">FAILURE:</span> This is a very interesting topic. There appear to be two possibilities:
[list=a][*] Nothing happens. I once waited for one hour inside the site for "something to happen", and nothing happened. If this occurrence happens, then it seems that the can be hacked repeatedly, but be prepared for (b).
# Nothing happens. I once waited for one hour inside the site for "something to happen", and nothing happened. If this occurrence happens, then it seems that the can be hacked repeatedly, but be prepared for (b).
[*] The container explodes. A Heron with an Anti-EM Screen Reinforcer, Anti-Thermal Screen Reinforcer, Medium Azeotropic Restrained Shield Extender, a Limited Adaptive Invulnerability Field and a Damage Control II ate 1225 damage, while Keeping at Range (5000m) from the container. After this, the other containers did not have any forcefield generators spawn to inhibit hacking attempts, which was distinctly unexpected. The container seems to explode about ten seconds after the hack attempt is failed.[/list]
# The container explodes. A Heron with an Anti-EM Screen Reinforcer, Anti-Thermal Screen Reinforcer, Medium Azeotropic Restrained Shield Extender, a Limited Adaptive Invulnerability Field and a Damage Control II ate 1225 damage, while Keeping at Range (5000m) from the container. After this, the other containers did not have any forcefield generators spawn to inhibit hacking attempts, which was distinctly unexpected. The container seems to explode about ten seconds after the hack attempt is failed.


As for the second approach, given that the the Forcefield Generator itself spawns a [url=http://games.chruker.dk/eve_online/item.php?type_id=13200]Large EM Forcefield[/url], it does call for some DPS. It's not exactly difficult to destroy it, however the 150hp/sec regeneration is a problem. 110 DPS is not enough: and given that Destroyers and Stealth Bombers cannot enter the site, this is a job for either multiple people or a high-damage frigate, such as an Assault Frigate or something like a Taranis. A test with an all-damage fit Taranis which did 304 DPS unheated using Void S (36 rounds exactly, with two Hobgoblin IIs) took it out handily in 20 seconds.  
As for the second approach, given that the the Forcefield Generator itself spawns a [http://games.chruker.dk/eve_online/item.php?type_id=13200 Large EM Forcefield], it does call for some DPS. It's not exactly difficult to destroy it, however the 150hp/sec regeneration is a problem. 110 DPS is not enough: and given that Destroyers and Stealth Bombers cannot enter the site, this is a job for either multiple people or a high-damage frigate, such as an Assault Frigate or something like a Taranis. A test with an all-damage fit Taranis which did 304 DPS unheated using Void S (36 rounds exactly, with two Hobgoblin IIs) took it out handily in 20 seconds.  


<image>
<image>
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Shoot the Large EM Forcefield, not the Generator. The Generator cannot be damaged. The Generator will not spawn another Forcefield after the first is destroyed, so the container is open to grabs. Because an Astero does about 115 DPS with all level V skills, it's not going to be enough to overcome the self-regeneration shield value of the Forcefield.
Shoot the Large EM Forcefield, not the Generator. The Generator cannot be damaged. The Generator will not spawn another Forcefield after the first is destroyed, so the container is open to grabs. Because an Astero does about 115 DPS with all level V skills, it's not going to be enough to overcome the self-regeneration shield value of the Forcefield.


Moving on. Hack the rest of the Storage Depots as desired. Move around the damage clouds, and take things slowly for those unfamiliar with the site:  
Moving on. Hack the rest of the Storage Depots as desired. Move around the damage clouds, and take things slowly for those unfamiliar with the site:


[u]CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS][/u]
'''CAN DIFFICULTY: 7/10 - 8/10 [YELLOW TO RED HACKS]'''
[color=#00FF00]SUCCESS:[/color] The loot inside the Storage Depot can be acquired.
<span style="color:green">SUCCESS:</span> The loot inside the Storage Depot can be acquired.
[color=#FF0000]FAILURE:[/color] No penalty.
<span style="color:red">FAILURE:</span> No penalty.


With all the good containers scooped up, run over to the Mobile Depot, refit to the travel fit, pick up the Mobile Depot, and warp off to continue on the Grand Journey that is exploration. A rather tidy video which should help with some visual understanding of the site can be [url=https://www.youtube.com/watch?v=z2feaVUxcvw]found here[/url].
With all the good containers scooped up, run over to the Mobile Depot, refit to the travel fit, pick up the Mobile Depot, and warp off to continue on the Grand Journey that is exploration. A rather tidy video which should help with some visual understanding of the site can be [https://www.youtube.com/watch?v=z2feaVUxcvw found here].


Continue to the next post to read about the next sizable upgrade to this site, and definitely more dangerous version, the Standard Sleeper Cache.
Continue to the next post to read about the next sizable upgrade to this site, and definitely more dangerous version, the Standard Sleeper Cache.